Changed my idea up a bit. Was first thinking of doing a rider & steed, but gave up on it after a few days. Decided to go instead with a Warlord that has a parasytic twin growing out of his back. I still get the 2-for-1 character fun without the hassle of two full-blown characters! Works for me
Here's the finished concept
And here's the model I've been roughing in... Been working out the design in 2d and 3d, back and forth. It's pretty rough right now.
Now that I have what I want to do nailed down, I'll focus on the high poly the next 2 weeks.
Hope to have a big update by next weekend (mudbox sculpting)
I say it looks killer! And amazingly fast. I wonder could you show some wip steps so we can see how you went about creating this coolness?
That way we can learn of this too Maybe som close-up of the details too? So much going on that looks really interesting and we're missing all out on it in the big render
Someone mentioned to me that the gas mask is too technological and outside the brief. What do you think?
As far as I could tell from the research I did on half gas masks, they are not electrical or digital, they just have filters inside them. The simpler ones don't even have batteries. Seems like its within the restrictions...
Really it was one of the only elements I could think of to give the model a bit of a post-apocalyptic feel and help keep it from the realm of pure fantasy.
I'd hate to get DQ'd for something like this (if its viewed as too high-tech), I dunno, maybe I should email FredH and ask him if its cool but figured I'd ask for your optinions first.
I could change it, but that would be a bummer. I like that it makes the conjoined twin seem more sickly.
I don't think you should have a problem with using the gas mask. Like you said, it doesn't require electrical components, and since its post apocalyptic, there certainly could be a number of gas masks around.
Honestly, I don't think you have anything to worry about because there are others that are definietly pushing the technology limits, this in my opinion is not.
By the way, great concept. This is the coolest concept I have come across so far. I cant wait to see your high poly sculpt.
i think alot of people are throwing away the idea of using reminants of the old wars in there designs because they have been scared off by the idea it will be disqualified, it dosent say anywhere in the brief that all this tech miraculously disappeared, its just all stopped working
the brief is post apocalyptic fantasy, not straight out fantasy
as long as its not working tech i dont see how it cant be used in a character, people have used broken screens and busted tech in designs already and the entries are fine because the tech isnt active its just hanging from them or attached to the character somewhere.
theres nothing overly tech about a gas mask anyway, it has no electronic parts. its all filters (WW1, trenches, mustard gas anyone?)
edit: forgot to add, sweet design and a damn nice model mate weapon is badass cant wait to see this brute textured up
Thanks everyone for your replies and encouragement, its appreciated!
I decided to hold off on the mudbox sculpting for another week and focus on the gear instead. Unfortunately, I wasn't able to finish all his accessories this weekend. I gave it my best shot but fell pretty far short.
Anyway this is where I'm at right now, please ignore the anatomy as its all temp, and the boots haven't been touched since last time so they're still super rough. I'll need to add loops for all the butcher tools on his belt too, right now they're just kind of floating there.
Tons of work left to do, everything needs a polish pass. I'm going to have to really make a push if I want to finish the high poly by next weekend. It's going to be pretty tough, so I hope I can do it. Actually I probably can't, but I guess theres only one way to find out right?
I've been toying with the idea of making the legs a little longer and head a little smaller to give him a greater feeling of size, so if anyone has an opinion on the proportions let me know!
Also, in the conept I had part of his helmet broken so that his left eye was visible. But now, I'm not sure if I want to cause I kind of like the helmet intact with both eyes covered. What do you guys think is the better option?
Bad ass stuff you have there! Can't wait to see the finish.
Only thing I can spot right now that draws my eye is the skulls on the shoulder pad. Are you going to work them a bit more? Right now they seem flattened a bit and off in shape. That's the only thing that seems to fall a lil' shy of the rest of it.
I just shat a chicken. Your highpoly work is so amazing as always. I love the siamese twin thing coming out of his back and the armor design is flat out badass.
What tools do you use for your high poly modeling?
Do you have an high poly tuts or tip guides?
If you dont.... make some.
I know you got thems secret cheat codes.
I'm with Clint on this one; so far all of your stuff is flawless in my opinion. I would love to hear about your workflow, even if your descriptions are broad as hell, anything would be awsome. This is definetly one to watch. Awsome job!
Thanks so much guys! Your comments are appreciated and they're helping me stay on course.
Nothing much exciting happening around here, but the prep work is done. I'm at 9,062 triangles right now, I'll shave it down to 9,000 once I see how it bakes. Running out of time... (sigh) Here we go!
TelekineticFrog;
Yup those skulls were just placeholders. I've sculpted some replacements. They're not as badass as some of the other skulls posted on this forum, but hopefully they'll be enough.
Clint & Brad;
There's nothing too special about my workflow, but I'm sure I could type something up about my approach to modeling. Give me a few weeks and I will put something together.
Replies
-caseyjones
not much I know.. But I think I have my idea figured out
Here's the finished concept
And here's the model I've been roughing in... Been working out the design in 2d and 3d, back and forth. It's pretty rough right now.
Now that I have what I want to do nailed down, I'll focus on the high poly the next 2 weeks.
Hope to have a big update by next weekend (mudbox sculpting)
Peace!
Im curious, how are you planning to do the chains low poly?
That way we can learn of this too Maybe som close-up of the details too? So much going on that looks really interesting and we're missing all out on it in the big render
congratulations
forgot: excellent transition from concept to basemesh!
I have a question for you all -
Someone mentioned to me that the gas mask is too technological and outside the brief. What do you think?
As far as I could tell from the research I did on half gas masks, they are not electrical or digital, they just have filters inside them. The simpler ones don't even have batteries. Seems like its within the restrictions...
Really it was one of the only elements I could think of to give the model a bit of a post-apocalyptic feel and help keep it from the realm of pure fantasy.
I'd hate to get DQ'd for something like this (if its viewed as too high-tech), I dunno, maybe I should email FredH and ask him if its cool but figured I'd ask for your optinions first.
I could change it, but that would be a bummer. I like that it makes the conjoined twin seem more sickly.
Honestly, I don't think you have anything to worry about because there are others that are definietly pushing the technology limits, this in my opinion is not.
By the way, great concept. This is the coolest concept I have come across so far. I cant wait to see your high poly sculpt.
the brief is post apocalyptic fantasy, not straight out fantasy
as long as its not working tech i dont see how it cant be used in a character, people have used broken screens and busted tech in designs already and the entries are fine because the tech isnt active its just hanging from them or attached to the character somewhere.
theres nothing overly tech about a gas mask anyway, it has no electronic parts. its all filters (WW1, trenches, mustard gas anyone?)
edit: forgot to add, sweet design and a damn nice model mate weapon is badass cant wait to see this brute textured up
Insane stuff, dawg!
This is seriously full of fifty billion kinds of win. So gruesome and done in textbook foreverending style!
-caseyjones
I decided to hold off on the mudbox sculpting for another week and focus on the gear instead. Unfortunately, I wasn't able to finish all his accessories this weekend. I gave it my best shot but fell pretty far short.
Anyway this is where I'm at right now, please ignore the anatomy as its all temp, and the boots haven't been touched since last time so they're still super rough. I'll need to add loops for all the butcher tools on his belt too, right now they're just kind of floating there.
Tons of work left to do, everything needs a polish pass. I'm going to have to really make a push if I want to finish the high poly by next weekend. It's going to be pretty tough, so I hope I can do it. Actually I probably can't, but I guess theres only one way to find out right?
I've been toying with the idea of making the legs a little longer and head a little smaller to give him a greater feeling of size, so if anyone has an opinion on the proportions let me know!
Also, in the conept I had part of his helmet broken so that his left eye was visible. But now, I'm not sure if I want to cause I kind of like the helmet intact with both eyes covered. What do you guys think is the better option?
Peace!
the gas-mask parasite came out awesome. Dangling tools = win! great stuff man, keep it up
good luck
Only thing I can spot right now that draws my eye is the skulls on the shoulder pad. Are you going to work them a bit more? Right now they seem flattened a bit and off in shape. That's the only thing that seems to fall a lil' shy of the rest of it.
Awesome job.
What tools do you use for your high poly modeling?
Do you have an high poly tuts or tip guides?
If you dont.... make some.
I know you got thems secret cheat codes.
Nothing much exciting happening around here, but the prep work is done. I'm at 9,062 triangles right now, I'll shave it down to 9,000 once I see how it bakes. Running out of time... (sigh) Here we go!
TelekineticFrog;
Yup those skulls were just placeholders. I've sculpted some replacements. They're not as badass as some of the other skulls posted on this forum, but hopefully they'll be enough.
Clint & Brad;
There's nothing too special about my workflow, but I'm sure I could type something up about my approach to modeling. Give me a few weeks and I will put something together.
Peace!
I decided to stay up a bit later and try one test bake. There's some definite problems, but the potential is there...
I'll try to get him baked and cleaned over the course of the week